武僧: 虎眼酒 Increases damage by 6% per stack, (up from 1% per stack) but is no longer increased by Mastery.

圣骑士: no longer reduces the amount of healing done, and now restores mana based on the Paladin’s Spirit.

圣骑士: (Holy version) now deals additional healing based on any heal cast by the Paladin for the 15 seconds for the duration of the spell. The Paladin also has 10% additional haste for the duration that the ability is active.

圣骑士: now increases the effectiveness of Eternal Flame, Light of Dawn, and Word of Glory by 35%. Effectiveness of other heals are still increased by 25%.

圣骑士: 圣光守护 now restores 15% of the Paladin's maximum mana every 2 seconds (up from 6%).

潜行者: 被烧毁的雕文 now only removes damage-over-time effects that would cause Blind to break. For Rogues that also have the Dirty Tricks talent, this means Blind will no longer remove the Rogue’s poison or bleed effects

萨满祭司: has been redesigned. Casting , 治疗波, Healing Surge, or 治疗链, increases the duration of 治疗之雨 by 3 seconds, up from 1 in the last 5.4 PTR notes. Damaging an enemy with 闪电箭, 闪电链, 大地震击, or 风暴打击 increases the duration of 治疗之雨 by 3 seconds, up from 1 in the last 5.4 PTR notes.

术士: 灵魂链接 now transfers 20% of damage taken by the Warlock to their pet, and 3% of all damage dealt by the Warlock will be returned as healing for the Warlock and their pet. This ability is always active while the Warlock's pet is active.

术士: has been redesigned and renamed into Archimonde's Darkness. Archimonde's Darkness gives the Warlock's Dark Soul spell two charges.

战士: 剑刃风暴 now deals an increased 180% of weapon damage for Arms Warriors (up from 120%).

战士: 浴血奋战's snare and bleed effects are now two separate debuffs. Clearing one of the effects will no longer remove the other.

Battle Pet Training cost and the price of pets sold by Battle Pet Trainers have been greatly reduced.

Click the cut for the complete updated notes!

Rygarius

This is a new raid difficulty designed for pre-made groups of 10 to 25 players or any number in between. This means it's possible to have raids of 15 or 22 players! Difficulty will adjust automatically based on the number of players present with encounters intended to provide a challenge roughly between Raid Finder and Normal difficulty.

Flexible Raid difficulty requires a pre-made group to join but has no minimum item level requirements or role restrictions. Both BattleTag™ and Real ID friends are eligible to participate.

Loot quality will be between Raid Finder and Normal difficulty and awarded through a personal loot system (similar to Raid Finder). Bonus rolls and loot specialization will also be supported.

Player spells with different target limits depending on raid size will gradually increase their limits based on the number of players in Flexible Raid difficulty.

Players will be able to earn raid achievements just like in Normal or Heroic difficulty.

Flexible Raid difficulty has a lockout that is separate from Raid Finder and Normal difficulty.

Proving Grounds is a new feature for individual players to test and improve their combat skills.

At the Proving Grounds, players may undertake trials, designed for Damage, Tank, or Healer roles.

It provides a great opportunity to learn how to Tank or Heal, without the need of a group.

Each trial is available in four separate difficulties: Bronze, Silver, Gold, and Endless. Harder difficulties include more difficult and varied enemies.

Endless mode allows you to test your mettle against increasingly difficult enemies. Compare your best scores to friends and guildmates!

: Access to the Proving Grounds and more information is coming soon.

New Feature: Virtual Realms

Virtual Realms are sets of realms that are fused together, and will behave exactly as if they were one cohesive realm. Players on the same Virtual Realm will be able to join guilds, access a single Auction House, join arena teams and raids, as well run dungeons or group up to complete quests.

Players belonging to the same Virtual Realm will have a (#) symbol next to their name.

Redesigned Arena System

Players no longer need to create or join an Arena team to compete.

Similar to the Rated Battleground system, players in a party of the appropriate size (cross-realm groups are supported) may queue for an Arena bracket of the same size (2v2, 3v3, or 5v5).

Each player will have a personal rating that increase or decrease based on victories and defeats against other rated opponents. Opponents will be selected based on the average Match Making Rating of the party.

Conquest cap, requirements on gear and enchantments will be based on the player's personal rating.

The Arena ladder will no longer be sorted according to Battlegroup. Just like Rated Battlegrounds and normal Battlegrounds, all Arenas will now be region-wide!

At the end of an Arena season, the top players in a region will still earn titles and mounts.

All fear and horrify effects can no longer cause targets under the effects of a movement speed buff to move faster than normal run speed.

All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.

Vengeance gains from being critically hit have been halved.

Area knockback effects now all share a diminishing return category. After a player has been moved by one of these spells, the player will be immune for 10 seconds. This new category applies to: 魔能鞭笞, 血魔之握, 被烧毁的雕文, 雷霆风暴, 台风, 乌索尔旋风, and 鞭打.

now has a duration of 20 seconds while in PvP combat (down from 40 seconds).

激活 now causes the target to gain mana equal to 50% of the casting Druid’s Spirit every second for 10 seconds.

Wild Mushroom's Restoration version of the ability now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing. A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.

has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now varies by specialization.

Balance: Increases the amount healed by 治疗之触 by 20%. Casting 治疗之触 increases the damage bonus of the Druid's next by 10%.

Feral: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage for the Druid's next two melee abilities by 25%. causes the Druid's next Rip to deal 15% increased damage.

Guardian: Increases the amount healed by 治疗之触 by 20%. Mangle (Bear) critical strikes have a 20% chance to make the next 治疗之触 or 复生 instant, free, and castable in all forms.

Restoration: Causes 阳炎之怒 to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.

Force of Nature Treant summoned by the Feral version of this talent will now cast Entangling Roots instead of Bash.

when activated, now also provides a 25% bonus to healing for Restoration Druids.群体缠绕 no longer has a limit on the number of targets that could be affected, up from 5. is no longer a talent, and is now an ability learned by Restoration Druids at level 30.自然的守护 when activated, causes healing spells now trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.丛林之魂 has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.

Balance: 阳炎之怒, 星火术, and 星涌术 casts have a 8% chance to cause the next to grant 100 Lunar Power or Solar Power instead of activating the next Eclipse.

Guardian: Increases Rage generation from Mangle (Bear) by 20% instead of 30%, but the bonus now also applies to Rage generated by Primal Fury.

Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting 迅捷治愈.

伊瑟拉之赐, a new talent healing the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead. This talent fills the spot vacated by .

Glyphs

New Glyph: Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.

被烧毁的雕文 will now cause to interrupt when used on targets that are immune to silence effects.

被烧毁的雕文 now causes Ferocious Bite to heal the Druid for 2% of their maximum health for each 10 Energy used (up from 1%).

被烧毁的雕文 now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it's cast on a target other than the Druid.

被烧毁的雕文 now reduces the mana cost of all shapeshifts by 100% (up from 90%).

被烧毁的雕文 now increases the range of Pounce by 8 yards (up from 3 yards).

被烧毁的雕文 now increases the duration of Skull Bash's interrupt by 2 seconds, and increasing the cooldown by 5 seconds (down from a 4 second interrupt and 10 second increase to cooldown).

Balance

now energizes the Druid for 50% of their maximum mana when triggered, up from 35%.

掠食者的迅捷 no longer has a chance to make Cyclone instant, free, and castable in all forms.

Restoration

is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid's Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.

生命之种 effects can now stack, up to 50% of the casting Druid's maximum health and will no longer be consumed if the target is already at full health..

now also reduces damage taken by 15% while active in addition to existing effects.

Glyphs

被烧毁的雕文 now increases distance travelled with the Blink spell by 8 yards (up from 5 yards).

被烧毁的雕文 now increases the damage dealt by 15% after successfully removing a curse (up from 10%).

被烧毁的雕文 now heals the Mage for 5% of their maximum health after successfully stealing a spell (up from 3%).

Frost

精通：冰刺 has been redesigned. Fingers of Frost now increases the damage of Ice Lance by an additional 2%, Brain Freeze increases the damage of the instant cast Frostfire Bolt by 2%, and damage done by the Mage's Water Elemental is increased by 2%.

金创药 will no longer activate if the Monk is already at full health, and activate automatically when the Monk has less than 35% of their maximum health.白虎下凡 now has a pet control bar for Xuen, and the talent is no longer on global cooldown for all Monk specializations. summoned version of Xuen will no longer taunt off players that are tank-specialized.

Brewmaster Monks now gain Vengeance when Xuen takes damage.

力贯千钧 will now activate from the following Chi generating abilities; Jab, Expel Harm, Spinning Crane Kick (when it hits at least 3 targets), Keg Smash, Crackling Jade Lightning, and Soothing Mist.平心之环 has a new visual effect and now disarms both enemies and those attacking allies within the 平心之环's area-of-effect for 4 seconds (up from 3 seconds); the silence effect for casting spells remains unchanged at 3 seconds.

Glyphs

被烧毁的雕文 now increases the chance to summon a Healing Sphere by 100% (up from 25% chance).

now has a 15-second cooldown. (Note: 被烧毁的雕文 will be redesigned and noted in a future PTR update.)

Talents

Burden of Guilt has been replaced with a new talent called Evil is a Point of View, which allows the Paladin to use Turn Evil on players and beasts.

will now immediately damage the target for 5 times the amount of damage that had been dealt by most recent periodic effect when dispelled. Stay of Execution will now immediately heal the target for 5 times the amount of healing that had been dealt by Stay of Execution's most recent periodic effect when dispelled.

now reduces damage taken from harmful periodic effects by 80% (up from 70%) and reduces damage taken from harmful periodic effects that cannot be prevented by immunities by 40% (up from 0%). Sacred Shield changes have been reverted and is a talent once more.

will now apply 无私治愈's bonus to healing to the casting Paladin as well as other targets and consume all stacks of in the process.

不败之魂 has been simplified. It now reduces the cooldown on 圣盾术, 圣佑术, and 圣疗术 by 50%.

Glyphs

被烧毁的雕文 now increases damage for the next 正义盾击 by 10% per stack (down from 20% per stack).

被烧毁的雕文 has been redesigned. The glyph now causes Seal of Insight to heal the most wounded raid or party member instead of the Paladin.

被烧毁的雕文 now causes 神圣震击 to reduce the cast time of the next Denounce by 0.5 seconds, and the effect can stack up to 3 times.

被烧毁的雕文 has been redesigned. The glyph now increases the duration of by 30 seconds (up to a maximum of 2 minutes) each time the Paladin lands a killing blow on targets that yield experience or honor.

Holy

no longer activates from periodic healing effects.

no longer reduces the amount of healing done by 50% and now restores mana based on the Paladin’s Spirit.

(Holy version) now deals additional healing based on any heal cast by the Paladin for the 15 seconds for the duration of the spell. The Paladin also has 10% additional haste for the duration that the ability is active.

now increases the effectiveness of Eternal Flame, Light of Dawn, and Word of Glory by 35%. Effectiveness of other heals are still increased by 25%.

Protection

大十字军 no longer has a chance to activate from Crusader Strike and Hammer of the Righteous, but now has a 30% chance to activate when dodging or parrying a melee attack (up from 12%).

圣光守护 now restores 15% of the Paladin's maximum mana every 2 seconds (up from 6%).

Retribution

(Retribution version) now has a reduced cooldown of 3 minutes, down from 5 minutes, and the maximum number of stacks has been reduced to 12.

now lasts 20 seconds per charge of Holy Power consumed, up from 10 seconds.

被烧毁的雕文 now only removes damage-over-time effects that would cause Blind to break. For Rogues that also have the Dirty Tricks talent, this means Blind will no longer remove the Rogue’s poison or bleed effects.

被烧毁的雕文 now increases the healing of by an additional 1% (up from 0.5%).

Assassination

Assassination Rogues should no longer be eligible for any other weapon types except daggers in situations where loot is automatically awarded (Raid Finder, Bonus Rolls, Heroic/Normal Scenarios, and the upcoming Flexible Raid difficulty.)

Combat

影舞步 targeting has been changed. If 剑刃乱舞 is not active, 影舞步 will now hit the Rogue's target 7 times or pick the closest eligible target if none had been selected. 影舞步 will continue to work as it has while 剑刃乱舞 is active.

治疗链's effectiveness will no longer decrease with each jump (up from a 30% reduction to healing with each jump).

's summoned Greater Earth Elemental will no longer taunt off players that are tank-specialized.

治疗之雨's radius has been increased to 12 yards, up from 10 yards. For 25-player instances, 治疗之雨 will heal for a reduced amount when healing more than 14 raid members. It remains the same in 10-player instances, healing for a reduced amount when healing more than 6 raid members.

has been redesigned and renamed into Archimonde's Darkness. Archimonde's Darkness gives the Warlock's Dark Soul spell two charges. For the passive portion of the talent, each time the Warlock or their pet takes damage, the Warlock now gains 1% of the unmitigated damage back as spell power for 20 seconds.

恐惧嚎叫 is no longer a talent and is now a baseline skill for all Warlocks.

, a new talent replacing 恐惧嚎叫. The Warlock sends out a cone of Shadow damage, snaring targets, has a 20-second cooldown.

no longer reduces movement speed, and will now allow the Warlock to cast 烧尽, , and 暗影箭 while moving.

is no longer a passive ability. 10 seconds with a 60 second cooldown, and increases the area of area-of-effect by 500% and increases damage by 100% for 腐蚀之种, , , and 火焰之雨.

灵魂榨取 can now also activate from 暗影灼烧, and caps out at 15% of the Warlock and their pet's maximum health (down from 100%).

Soul Link now transfers 20% of damage taken by the Warlock to their pet, and 3% of all damage dealt by the Warlock will be returned as healing for the Warlock and their pet. This ability is always active while the Warlock's pet is active.

now deals 40% less damage, and if other periodic Affliction damage effects are triggered by , they now deal 60% of their normal damage (down from 100%).

鬼影缠身 now deals 50% more damage, and increases damage done by all of the Warlock's other spells against the target by 45%.

now deals 40% less damage, and causes all of of the Warlock's other periodic Affliction damage effects to instantly deal 30% of their normal periodic damage (down from 50%).

now gives Corruption a 7% chance to generate a Soul Shard (up from a 5% chance), but the increased chance only works on the most recently applied Corruption.

灵魂交换 no longer does any damage, and now copies damage-over-time effects instead of just moving them without needing a glyph. Copied effects now once again preserve their power and duration. Duration has been reduced to 6 seconds (down from 20 seconds).

警戒 no longer transfers damage to the Warrior. The talent now reduces amount of damage the target takes by 30% for 12 seconds.

战神 now roots the target for 4 seconds instead of stunning them for 3 seconds. The 50% reduction to movement speed snare effect for 8 seconds remains unchanged. Glyph of Blitz will now cause 战神 to root an additional 2 nearby targets.

is a new passive ability learned by Protection Warriors at level 76. When the Warrior dodges or parries any attack, they gain 50% of their Parry and Dodge as an additional bonus to Critical Strike for 20 seconds.

最后通牒 now activates from critical hits with 盾牌猛击 instead of a flat 20% chance, and the ability will make the next or Cleave be a critical hit in addition to costing no Rage.

Quests

敌人的力量: For players on this step of the legendary quest; all 雷电王座 bosses now have a chance to drop a 力量印记 or 智慧印记 in addition to their normal loot. Players should no longer be receiving excess Sigils of Power or Sigils of Wisdom.

Creatures

Bonus Roll change: Players that don’t have a coin or elect to not use a Bonus Roll when defeating one of the world bosses (Sha of Anger, Galleon, Nalak, and Oondasta) can come back later that same week to use the Bonus Roll. The limit has not changed and remains one attempt and one bonus roll per boss, per week.

Pet Battles

General

A new pet battle tournament is available on the Timeless Isle, more details coming soon!

Round timers in PvP Pet Battles will now get progressively shorter for a player who takes more than 15 seconds to issue a command during their turn.

Players are now able to trade in any 3 of the same family specific Flawless Battle-Stones for a single .

Viewable pet battles will now display working health bars.

Battle Pet levels are now only shown on the map if you are tracking Battle Pets.

Aquatic type's passive effect now reduces damage from damage-over-time effects by 50%, up from 25%.

Raids, Dungeons, and Scenarios

The chance for awarding loot from kills or bonus rolls has been increased for 魔古山宝库, 恐惧之心, 永春台, and 雷电王座 on Raid Finder difficulty.

The chance for awarding loot from using a bonus roll has been increased for 雷电王座 on Normal difficulty.

Dungeons

Players who obtain a realm-best time in a Challenge Mode dungeon (group must contain at least 3 people from the same realm to qualify) will receive a temporary title specific to each dungeon (e.g. Siegebreaker for Siege of Niuzao temple, Darkmaster for Scholomance, etc.). This title will persist for as long as a player retains the top time on the realm. Holding a realm-best time at any point will also confer a permanent Feat of Strength to record the accomplishment.

PvP

Elite versions of Season 14 Grievous are now available as a mark of prestige for players that are able to attain a personal rating of 2000 and earn 27,000 Conquest Points in the current season. Pricing per piece remains the same but the previous piece requirement has been removed.

: For testing purposes, Grievous Flaskataur will be available near the Alliance/Horde shrines near Vale of Eternal Blossoms selling standard Grievous gear for gold.

: For testing purposes, the item level scaling of gear in Arenas, Battlegrounds and Rated Battlegrounds has been increased to 512 during the 5.4 PTR. Season 14 Grievous Conquest gear is exempt from this item level ceiling.

Battlegrounds and Arenas

Arenas

rewards for winning a random or call-to-arms Battleground match has been increased.

Bombs are no longer an item held in the player's inventory and will now do considerably more damage, 4500 (up from 1250).

Players carrying a bomb now have a button that allows them to place it with a spell effect over their heads.

Placing a bomb takes 2 seconds, and can be interrupted like a Battleground capture point.

Disarming a bomb takes 2 seconds, and can be interrupted like a Battleground capture point.

Demolishers will no longer have the Ram ability and only one will spawn at each stage.

For Arena matches lasting longer than 15 minutes, one of the teams will receive a buff called 众望所归！！！ that increases damage, critical strike chance, stealth detection, and reduces damage taken. The buff is awarded based on the following criteria.

Team with the largest number of players alive.

Team that brought an enemy player closest to death (lowest health).

Arena Rating scaling in the 2v2 bracket has been tuned to be consistent with the 3v3 bracket.

Items

All permanent item enhancements provided by Enchanting, Engineering, Leatherworking, Tailoring, and various vendors and quests are now able to be applied to items of any level. This means all enchantments can now be applied to heirloom items.

High level enhancements applied to items equipped by low level players have their power scaled down to be similar to enhancements intended for that level range.

Low level enhancements applied to items equipped by high level players do not grow further in power beyond their intended level range.

Adjustments have been made to Mists of Pandaria faction quartermasters.

Epic quality (purple) 勇气点数 items sold by the Shado-Pan Assault now have their reputation requirements reduced to Friendly or below, and have their 勇气点数 cost reduced by 34%.

Epic quality (purple) 勇气点数 items sold by all other Mists of Pandaria faction quartermasters no longer have reputation requirements, and will now cost 正义点数 instead of Valor.

The conversion rate for 正义点数 to have changed. The conversion rate is now 500 正义点数 per 250 (up from 375 Justice per 250 Honor). Equipping any pair of PvP trinkets from Season 12 or later will now grant a 10% reduction in damage taken from other players. : For testing purposes, Flaskataur, Esq. will be available near the Niuzao Temple selling normal Tier-16 armor and Tier-16 trinkets for gold.

评论来自 kintotech

评论来自 Jathro

评论来自 Sephiroth

Druid: Glyph of Fae Silence will now cause Faerie Fire to interrupt when used on targets that are immune to silence effects.

Finally, an interrupt that is NOT on a 1-minute cooldown for a balance druid. Too bad we have to glyph into it...

评论来自 wargh0st

on 2013-07-12T17:41:24-05:00

Finally some proper hunter changes!Stampede is again a usefull dps cooldown. Readiness removed is a sure dps loss, especially for the BM hunters but i've always disliked it. It wouldve made sense if it just resets defensive cooldowns. The charges system on these defensive spells will work like a charm!

评论来自 Ammarian

on 2013-07-12T18:01:22-05:00

These changes seem like they will be very beneficial to balance in this game. It's about time that we get good changes. Loving most of these hunter changes. I dislike the arcane shot change. Seems more like a nerf to me. If I PvP'd regularly I might care about the Aspect of the Iron Hawk change. Might suck for questing though.

评论来自 Siegfrid

on 2013-07-12T18:38:09-05:00

Are those paladin (dare I even type it) buffs I'm seeing?

Some buffs, some nerfs

评论来自 Chromell

on 2013-07-12T18:41:15-05:00

What I really want to know is if the FoS for realm bests will work retroactively =/

评论来自 Yxiomel

on 2013-07-12T19:17:53-05:00

Druid: Glyph of Fae Silence will now cause Faerie Fire to interrupt when used on targets that are immune to silence effects.

Finally, an interrupt that is NOT on a 1-minute cooldown for a balance druid. Too bad we have to glyph into it...

Healing wave.....................2.5 second castGreater Healing Wave......2.5 second castHealing Surge....................1.5 second castChain Heal.........................2.5 second castall of the above, not including haste

Healing Rain......................3.0 second increase

anyone else see the problem of infinite duration on healing rain?

Edit: I don't play a shaman so if i missed something making this not seem so OP, please let me know.....gently

评论来自 Anamcha

on 2013-07-12T20:39:05-05:00

Druid: Glyph of Fae Silence will now cause Faerie Fire to interrupt when used on targets that are immune to silence effects.

Finally, an interrupt that is NOT on a 1-minute cooldown for a balance druid. Too bad we have to glyph into it...

you mean Typhoon?

评论来自 Foxik7294

on 2013-07-12T20:51:26-05:00

It's just interrupt against targets immune to silence, not regular interrupt. Idk...

Yah, hunter changes are interesting, arcane shot seems like a nerf to me too, I think i will just miss 2x Exhilaration :P That was quite nice heal (was reseted by readiness), also feign death is fail spell, it fails too often it should be fixed somehow, readiness gave second chance.

They should reduce mind spike global cooldown for shadow priest by half or to 0.5 sec atleast, to make it as good as insanity in pve, so it would really just ask of playstyle, but insanity gives some more dmg, cuz of that GCD. When procs mind blast (its prio) use it and keeping up dots ofc, sometimes mind spike triggering gcd is just terrible to catch up insanity.

Lol this is a bit confusing even to me, what I typed. But am lazy to change it and I believe u know what I mean. ;) :D

评论来自 Alfa

on 2013-07-12T21:31:39-05:00

Readiness has been removed

Sad

评论来自 Interest

on 2013-07-12T23:40:02-05:00

Deterrence now has 2 charges.Disengage now has 2 charges.

Readiness has been removed

Not surprising...I was hoping it wouldn't come to this, but if it's what it takes to balance Hunters...

Incidentally, I hope they do something about buffing PvE damage more because removing Readiness will have some impact on our dps, especially our burst (lol Spine of Deathwing lol)

评论来自 Manishtusu

on 2013-07-13T01:51:06-05:00

Warriors are getting more and more powerful... what is happening? Has Blizzard had a shift of perspective? Or one of the devs started playing a warrior? Anyway, it's great. Can't wait for 5.4 to be released!

评论来自 zim57398

on 2013-07-13T02:14:39-05:00

Archimonde's Vengeance has been redesigned and renamed into Archimonde's Darkness. Archimonde's Darkness gives the Warlock's Dark Soul spell two charges.

°□°

评论来自 Arikara

on 2013-07-13T03:02:58-05:00

Aww... I wanted vengeance...

评论来自 cracklingice

on 2013-07-13T14:10:45-05:00

Are those paladin (dare I even type it) buffs I'm seeing?

Some buffs, some nerfs

I am very displeased with the mana regen changes. I can handle not being OP, but I do not want to feel like I'm healing with my priest or any other class for that matter. I want to have to plan when to use my healing CD and I want to have to melee swing on a target to maximize mana return. It is what makes this class fun for me.

评论来自 SurvivalHunter

on 2013-07-14T03:26:50-05:00

Way to go Blizzard. I'm sure if you tried, you could find more ways to fix what's not broken.

评论来自 Rinsletify

on 2013-07-14T12:33:26-05:00

Warriors are getting more and more powerful... what is happening? Has Blizzard had a shift of perspective? Or one of the devs started playing a warrior? Anyway, it's great. Can't wait for 5.4 to be released!

Besides monks, warriors had the lowest representation in the 2200+ 3v3 brackets. I'm not playing a warrior and even I feel that they need some buffs.